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Name
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Description
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Attribute
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Aftershock
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Spell. Deals 26...85...100 earth damage to nearby foes. Deals 10...56...68 more earth damage to knocked down foes.
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0
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10
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0.75¾
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10
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Earth MagicZ
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Air Attunement
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Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost whenever you use an Air Magic skill.
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0
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10
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1
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30
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Air MagicZ
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Armor of Earth
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Enchantment Spell. (30 seconds.) You have +24...53...60 armor. You move 50...21...14% slower.
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0
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10
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0.75¾
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15
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Earth MagicZ
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Aura of Restoration
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Enchantment Spell. (60 seconds.) You gain 0...1...1 Energy and are healed for 200...440...500% of the Energy cost each time you cast a spell.
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0
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5
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0.25¼
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20
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Energy StorageZ
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Aura of Restoration (PvP)
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Enchantment Spell. (60 seconds.) You gain 0...1...1 Energy and are healed for 200...360...400% of the Energy cost each time you cast a spell.
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0
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5
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0.25¼
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20
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Energy StorageZ
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Blinding Flash
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Spell. Inflicts Blindness condition (3...7...8 seconds).
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0
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10
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0.75¾
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8
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Air MagicZ
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Blurred Vision
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Hex Spell. Also hexes foes adjacent to target (4...9...10 seconds). They have 50% chance to miss.
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0
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10
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1
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12
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Water MagicZ
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Conjure Flame
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Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 fire damage. No effect unless your weapon deals fire damage.
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0
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10
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1
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45
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Fire MagicZ
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Conjure Frost
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Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. No effect unless your weapon deals cold damage.
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0
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10
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1
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45
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Water MagicZ
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Conjure Lightning
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Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. No effect unless your weapon deals lightning damage.
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0
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10
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1
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45
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Air MagicZ
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Deep Freeze
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Hex Spell. Also hexes foes in the area of your target (10 seconds). These foes move 66% slower. Initial effect: deals 10...70...85 cold damage.
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0
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25
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2
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15
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Water MagicZ
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Earth Attunement
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Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost when you use an Earth Magic skill.
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0
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10
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1
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30
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Earth MagicZ
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Elemental Attunement
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Elite Enchantment Spell. (25...53...60 seconds.) Your elemental attributes are increased by +1...2...2. You gain 50% of the Energy cost of any Air, Earth, Fire, and Water Magic skills you use.
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0
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10
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1
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20
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Energy StorageZ
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Enervating Charge
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Spell. Deals 25...45...50 lightning damage. Inflicts Weakness condition (5...17...20 seconds). 25% armor penetration.
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0
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10
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1
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8
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Air MagicZ
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Fire Attunement
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Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost when you use a Fire Magic skill.
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0
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10
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1
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30
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Fire MagicZ
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Fire Storm
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Spell. Deals 5...29...35 fire damage each second (10 seconds). Hits foes adjacent to target's initial location.
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0
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10
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2
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20
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Fire MagicZ
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Fireball
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Spell. Projectile: deals 7...91...112 fire damage to target and adjacent foes.
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0
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10
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1.51½
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7
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Fire MagicZ
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Flare
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Spell. Projectile: deals 20...56...65 fire damage. If Overcast, strikes adjacent.
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0
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5
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1
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0
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Fire MagicZ
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Gale
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Spell. Causes knock-down. 50% failure chance unless Air Magic 5 or more.
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10
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10
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1
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5
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Air MagicZ
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Glyph of Elemental Power
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Glyph. (25 seconds.) Boosts your elemental attributes by +2 for your next 10 spells.
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0
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5
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1
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5
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Z
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Glyph of Lesser Energy
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Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy.
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0
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5
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1
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30
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Energy StorageZ
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Ice Spear
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Enchantment Spell. Projectile: deals 10...50...60 cold damage. Gain +1...3...4 Health regeneration for 5 seconds if Overcast.
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0
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5
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1
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0
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Water MagicZ
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Ice Spikes
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Hex Spell. Also hexes foes adjacent to target (2...5...6 seconds). These foes move 66% slower. Initial effect: deals 20...68...80 cold damage.
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0
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15
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1.51½
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10
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Water MagicZ
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Icicles
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Hex Spell. Deals 75 cold damage to target and adjacent foes. These foes move 66% slower (5 seconds).
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0
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0
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2
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25
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Z
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Immolate
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Spell. Deals 20...64...75 fire damage. Inflicts Burning condition (1...3...3 second[s]).
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0
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10
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1
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5
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Fire MagicZ
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Inferno
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Spell. Deals 30...114...135 fire damage to foes adjacent to you.
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0
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10
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0.75¾
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10
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Fire MagicZ
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Lightning Orb
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Spell. Projectile: deals 10...82...100 lightning damage. 25% armor penetration.
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0
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15
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2
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5
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Air MagicZ
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Lightning Strike
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Hex Spell. Deals 5...41...50 lightning damage. 25% armor penetration. Hex for 3 seconds if Overcast. End effect: deals 5...41...50 lightning damage.
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0
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5
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1
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5
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Air MagicZ
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Lightning Surge
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Elite Hex Spell. (3 seconds.) End effect: deals 14...83...100 lightning damage, causes knock-down, and inflicts Cracked Armor (5...17...20 seconds). 25% armor penetration.
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0
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10
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1
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10
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Air MagicZ
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Lightning Touch
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Touch Skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Inflicts Blind (1...3...4 second[s]) and Cracked Armor (1...8...10 second[s]) on all struck foes. 25% armor penetration.
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0
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5
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0.75¾
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10
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Air MagicZ
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Maelstrom
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Spell. Deals 10...22...25 cold damage and interrupts spells each second (10 seconds). Hits foes adjacent to target's initial location.
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10
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25
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2
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30
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Water MagicZ
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Meteor
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Spell. Deals 7...91...112 fire damage and causes knock-down. Also hits foes adjacent to target foe.
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10
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5
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2
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30
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Fire MagicZ
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Mind Burn
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Elite Spell. Deals 15...51...60 fire damage. If you have more energy than target foe, deals 15...51...60 more fire damage and inflicts Burning (1...8...10 second[s]). Also hits adjacent foes.
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5
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5
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1
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5
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Fire MagicZ
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Mind Freeze
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Elite Hex Spell. Deals 10...50...60 cold damage. If you have more Energy than target foe, deals +10...50...60 cold damage and causes 90% slower movement (1...4...5 second[s]).
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5
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5
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1
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5
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Water MagicZ
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Mind Freeze (PvP)
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Elite Hex Spell. Deals 10...34...40 cold damage. If you have more Energy than target foe, deals +10...34...40 cold damage and causes 90% slower movement (1...4...5 second[s]).
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5
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10
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1
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5
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Water MagicZ
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Obsidian Flame
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Spell. Deals 22...94...112 damage.
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5
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5
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1.51½
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5
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Earth MagicZ
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Obsidian Flame (PvP)
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Spell. Deals 22...78...92 damage.
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5
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5
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1.51½
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5
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Earth MagicZ
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Obsidian Flesh
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Elite Enchantment Spell. (8...18...20 seconds.) You have +20 armor and enemy spells cannot target you. You cannot attack and have -2 energy degeneration.
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0
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25
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1
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30
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Earth MagicZ
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Rust
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Hex Spell. Deals 10...58...70 cold damage to target and adjacent foes. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time. Interrupts and disables signets for 1...8...10 second[s] if you are Overcast.
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0
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10
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1
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8
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Water MagicZ
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Stone Daggers
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Spell. Two projectiles: each deals 8...28...33 earth damage. If Overcast, cause Bleeding for 1...4...5 second[s].
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0
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5
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1
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0
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Earth MagicZ
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Stoning
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Spell. Projectile: deals 45...93...105 earth damage. Causes knock-down if target foe is Weakened.
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0
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15
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1
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5
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Earth MagicZ
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Ward Against Foes
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Ward Spell. (8...18...20 seconds.) Foes in this ward move 50% slower.
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0
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15
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1
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20
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Earth MagicZ
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Ward Against Melee
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Ward Spell. (5...17...20 seconds.) Allies in this ward have a 50% chance to block melee attacks. Allied spirits are not affected.
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0
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15
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1
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30
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Earth MagicZ
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Water Attunement
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Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost when you use a Water Magic skill.
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0
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10
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1
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30
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Water MagicZ
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